Bravely stepping forward, Grim blasts the lead ogre with eldritch might.
Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

Saphiro looks at Etherra next to him and cocks his head at her request. "Your query for a "potion" is non-specific, but you are fortunate that I have some years of experience dealing with organic lifeforms. I will give you this bottle of healing fluids although it works but once." he tells her and hands her a healing potion. He then moves into the room and into a corner, before raising his orb again. Seconds later, the nearly dead ogre sways and again falls to the ground, clutching at its head.

OOC: CS hits green ogre 22 vs FORT for 16 psychic damage and knocking prone on a hit. I assumed handing over a potion is only a minor action, but didn't look it up anywhere. Please let me know if that's wrong. FYI everyone, Saphiro will have 3 healing potions and 1 regeneration potion left after this. I hope I'm not the only one who stocked up given our lack of a leader character.

Saphiro hands a potion to Etherra, then moves to the far corner of the room. Calling upon his mental powers, he blasts the lead ogre, knocking it from its feet and wounding it gravely.

Pulling an axe fro his belt (lime-greem), an orc hurls his weapon at the lesser armored foe, Grim. the axe connects, but is turned by the shardmind's leather armor. Standing amongst the jewels and gold, it cannot find itself to leave the illusionary treasures (save fails).
Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

OOC: I'm not positive that Visions of Avarice works this way. My reading is that a minor action sustains the zone, and a minor reuses the entire burst attack. For brevity's sake, we'll go with the current set of actions, since I think it's more or less a wash. Dropping the immobilization nuke again is probably equal to
losing the zone, so meh. If you think I'm misreading, please speak up.

Etherra concentrates, and draws the far ogre towards her illusionary goods. Drinking the potion, she smacks her lips in an un-lady like fashion and raises her staff. Concentrating, she sends forth mental horrors at her enemies. All but the barely damaged ogre scratch their faces trying to remove the bugs. (green, pink, lime-green hit)
Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

Now, it works with a minor action to sustain and make 'secondary attack'. The difference now is that I can still pull creatures every round, but it no longer immobilizes. It only immobilizes on the primary attack (1st round).

Each round I can sustain w/ a minor and make secondary attack(s).

The revision made the power less powerful and I'm in agreement with the change. The original power was an encounter killer, immobilizing every round.

Censure of Retribution (Class): When any enemy other than his Oath of Enmity target hits Kelleth, he gains a bonus to damage rolls against his Oath of Enmity target equal to his Intelligence modifier (+4) until the end of his next turn. This bonus is cumulative.

Avenging Resolution (Feat): When Kelleth attacks a target of his Oath of Enmity with a weapon attack, treat all rolls of a 1 or 2 on the damage dice as though the result were a 3 on the die.

OOC: Heal check to use second wind succeeds. I'm going to put Hulk at 0 HP, then grant the second wind healing. I don't know if he should get to 0 first, but it's a difference of 1. No defensive bonus, but I don't think Josh will complain.

Kelleth manages to bring Hulk to, and the goliath wakes with a crushing pain in his side. Then, the sword wielder steps outside the reach of the immobile ogre.

Enraptured by the treasure, the virtually unhurt ogre doesn't even look up to see Kelleth step away (save fails). The ogre leader rises to his feet, looks around, and does his best to embed Saphiro into the stone corner. With a final surge of strength, it stumbles through the mystical debris laid down, and uses its club as a battering ram to slam Saphiro's skull against the hard stone walls (CRIT) for 25 damage. An orc seems to regain its sense, but not it's sense of aim. An axe flies well over Grim's head to clatter uselessly against the wall (pink makes saving throw)
Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

Hulk shakes his head as he awakens, mumbling, "I was having the most wonderful dream." He looks around, still on the floor and sees an ogre still standing. The goliath cringes as he stands up and uses his armor to boost himself a bit. Fully regaining his faculties, he screams out as he swings his maul out and crunches another ogre.

Forcing himself to his feel, Hulk takes a deep, painful breath and is relieved to find the armor that has served him well in the past still intact. Only seeing one enemy worth his ire, Hulk launches himself at the remaining ogre, landing a soft, for him, blow against the creature.
Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

Saphiro registers no pain as larges pieces of his crystalline structure are ripped apart and smashed. He wonders how to reach when his companion fells the large brute that assailed him. Looking around to analyze the situation, he focuses on his orb once more.

Saphiro's attack is incapable of penetrating the ogre's incredible constitution. The orc atop the treasure pile pulls forth an axe from his dwindling supply, and hurls it straight at Hulk. Luckily, the axe is turned by the goliath's armor. Finally, the orc manages to turn away from the treasure and return to concentrating upon the fight (save made)

OOC: Only map chance is Saphiro at O4.

Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.

Etherra creeps forward, hoping to see an opportunity to release some dazing magic. Powerful magic to mind fuck these dumb bells some more. Controlling the magical weave for her powerfully dynamic illusionary spell is easy for Etherra. It used to not be this easy, nor was I able to use such magics, but now, this spell is almost second-hand. I didn't want to use it, but I think it was necessary, Etherra thinks, double thinking herself some....

[MOVE] Moves to K-11

MINOR Sustain Visions of Avarice, although no attack since all are adjacent.

Seeing the battlefield to her advantage, she spreads her hand outwards, and points her manicured fingernails out in front her. A myriad of flashing lights blast out against all remaining combatants. The lights are dazzling, and disturbingly dizzying.

Walking forward in the entrance way, Etherra peers around the corner and sees all her enemies clustered. Holding her hands forward, she blasts the monsters with a spray of color. Unable to shield their eyes in time, all three hostiles are dazed. Attack bloodies lime-green, adding aura for Grim. Jon, let me know if you'd rather leave the curse on.Features of the AreaYellow zone about F7: Visions of Avarice
Rust zone about J6: Mystical Debris. This square is difficult terrain until the end of the encounter.
Illumination: The room is brightly lit by torches
in wall sconces.
Ceiling: The ceiling in this area is 15 feet high.
Crevasse: This crack is too narrow to fall into. Anyone standing next to it can hear strange, otherworldly whispers emanating from somewhere below.
Door: A double door etched with a sun icon.
Floor: Many large skeletons are scattered about the floor.